English language edition of WMS's Rette Sich Wer Kann
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In uncharted waters, the ship, Santa Timea, has collided with a reef, and the sailors set off in the old lifeboats for a hair-raising journey to sheltering shores. As the lifeboats move closer to the islands, water rushes in and sailors get thrown overboard. But it's all done democratically and the majority rules -- unless you happen to play the Captain's Hat at the right time to overrule everyone.
In Lifeboats, players use their cards to vote for which boat moves closer to safety, which boat springs a leak and who gets thrown overboard. Negotiation skills are a must and backstabbing will not be uncommon -- after all, you will do whatever is necessary to get your sailors to shore... and so will everyone else!
<b>Board Games with Scott</b> is a "video blog" about many different types of board games. In each episode, Scott Nicholson presents a different game, explains it, and briefly reviews it. It's a great way to discover new games as well as learn more about games you're curious about. Enjoy!<p><b>Note:</b> <i>Board Games with Scott links will <b>open in a new window</b> and are <b>not</b> hosted by Funagain Games, nor is Funagain Games responsible for their content.</i></p>
Feb 21, 2007
Lifeboats is a light negotiation game about sailors trying to make it ashore in leaky lifeboats.Watch the video!
Players: 3 - 6
Time: 90 minutes
Ages: 12 and up
Weight: 1,084 grams
Language Requirements: Game components are language-independent. Manufacturer's rules are printed in English. This is an international edition or domestic edition of an imported item.
- 7 wooden lifeboats
- 61 cards
- 42 wooden sailors
- 15 wooden leak discs
- 1 start player token
- 1 gameboard
Average Rating: 4.4 in 5 reviews
This is what the home board game of Survivor SHOULD have been! Everyone who plays loves it, very interactive, negotiating and backstabbing but all in good fun. The 'switching life boats' at the end of every turn really makes the game. You and your guests will all be raving about how enjoyable such a simple game can be--ours all were, and everyone wanted to play again next week.
When I first read the description of this game, I thought the concept was brilliant. I only hoped the game itself would do justice to it. I'm happy to say I was not the least bit disappointed.
The only thing you're armed with in this game are your powers of persuasion and penchant for selfishness, as you try to prevail in a struggle for survival, which is deliciously drawn out over many rounds.
EVERYTHING that happens in the game is driven by majority rule, and alliances shift rapidly as everyone scrambles to preserve their own self-interests. There are other games that use voting as their primary driver, but few have the immediacy of consequence as Rette Sich wer Kann.
Be prepared for an evening of loud, boisterous fun that everyone will be talking about for days after the game is over.
Best time to play this: Just before the 'main' game of the day. It will create factions for you, and jump start the enemy-making process.
Don't play this one with Mom or the kids. Save it for your gaming buddies who know to expect the knife in the back (in this game it's getting tossed overboard).
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